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chrisjd20 avatar chrisjd20 commented on August 17, 2024

My guess is that the screen offset is updating after the fact due to SetOffset here:

func (player *Player) Draw(screen *tl.Screen) {
	screenWidth, screenHeight := screen.Size()
	x, y := player.Position()
	player.level.SetOffset(screenWidth/2-x, screenHeight/2-y)
	player.Entity.Draw(screen)
}

Surely there has to be a way to have a fixed position object or Text to create overlays for games?

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chrisjd20 avatar chrisjd20 commented on August 17, 2024

Woops didn't mean to close.

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JoelOtter avatar JoelOtter commented on August 17, 2024

I think you probably want to be updating the position of your text as part of the Draw step, not the Tick step, and making it based entirely on the screen size, not on the player position.

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JoelOtter avatar JoelOtter commented on August 17, 2024

Maybe have a look at the Pyramid example for inspiration. :)

https://github.com/JoelOtter/termloop/blob/master/_examples/pyramid.go

I really need to rewrite this library at some point...

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chrisjd20 avatar chrisjd20 commented on August 17, 2024

Oh ok that example helped. I was adding the text to the level when I should have been adding it to the screen after doing setlevel:

game.Screen().SetLevel(level)
GridText := tl.NewText(0, 0, "x0,y0", tl.ColorWhite, tl.ColorBlue)
coords = GridCoordinates{GridText}
game.Screen().AddEntity(&coords)

Then, like you said, I needed to put the changes in the Draw step:

func (m *GridCoordinates) Draw(screen *tl.Screen) {
	x, y := plr.Position()
	crd := "x" + strconv.Itoa(x) + ",y" + strconv.Itoa(y)
	if m.Text.Text() != crd {
		m.SetText(crd)
		m.SetPosition(0, 0)
	}
	m.Text.Draw(screen)
}

Results in:

image

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JoelOtter avatar JoelOtter commented on August 17, 2024

Glad you got sorted, thanks for using Termloop :)

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